Staredit Network

Staredit Network -> Concepts -> RPG Spawning system
Report, edit, etc...Posted by nimadude on 2006-08-19 at 01:29:44
Im implementing a kind of unique spawn system into my rpg robot map hopefully ready for the competition..

Basically, I use a timer (terran building on fire). Each time this building dies, I toggle switch 1. When switch 1 is set, all enemy hives are removed and replaced with lairs, then x units for the enemy are created at each replacement. When switch 1 is cleared, the process is reversed, and diff units can be created. Now you can do this same thing for a spire, cc etc.

You can create a condition for all these triggers, make it like: If enemy player has at most 1100 men, then create units. This will prevent flooding of units and reaching ur map limit of units.

Now the benefits are that you basically dont have to create 100 spawn locations, you just create the buildings, and also when these buildings are killed, the spawning will stop. It kind of adds an achievement to killing buildings.

Report, edit, etc...Posted by Rantent on 2006-08-19 at 02:55:17
it would work better if you detected burrowed units under the building and removed them when there was no building on top of one. Then you wouldnt get the building removal..
Report, edit, etc...Posted by O)FaRTy1billion on 2006-08-19 at 06:36:20
Or blinking/changing buildings.
"Then you wouldnt get the building removal.. " I'm assuming part of that means the HP is reset. Ifso, that too. Ifnot, .. that too.
Report, edit, etc...Posted by PCFredZ on 2006-08-19 at 08:43:19
QUOTE(nimadude @ Aug 19 2006, 01:29 AM)
Basically, I use a timer (terran building on fire). Each time this building dies, I toggle switch 1. When switch 1 is set, all enemy hives are removed and replaced with lairs, then x units for the enemy are created at each replacement. When switch 1 is cleared, the process is reversed, and diff units can be created. Now you can do this same thing for a spire, cc etc.
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Or you can make it a lot easier on yourself and use a death counter.
Report, edit, etc...Posted by nimadude on 2006-08-20 at 00:53:00
QUOTE(PCFredZ @ Aug 19 2006, 04:42 AM)
Or you can make it a lot easier on yourself and use a death counter.
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you mean physically killing a unit as a timer?
Report, edit, etc...Posted by DoomGaze on 2006-08-20 at 03:37:14
Death counters are engine based counts of how many of a certain unit is killed for certain players. The interesting thing is that death counters can be added, subtracted, and set, thus making them usable as a timer. So just set their deaths to a certain amount, subtract them and preserve that trigger, and when they reach zero, do the respawn.

Although you can still stick with your system. It just...wastes a bit of space.
Report, edit, etc...Posted by nimadude on 2006-08-20 at 15:37:57
QUOTE(Rantent @ Aug 18 2006, 10:54 PM)
it would work better if you detected burrowed units under the building and removed them when there was no building on top of one. Then you wouldnt get the building removal..
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that would require a location for every building, thus eliminating the purpose of the system
Report, edit, etc...Posted by Rantent on 2006-08-20 at 17:28:21
eh?
Giving burrowed units only requires one location.
Report, edit, etc...Posted by Shocko on 2006-08-20 at 21:09:44
basically the concept isn't new and DC's would beat a physical timer aswell as burrowed units beating building removal.
Report, edit, etc...Posted by nimadude on 2006-08-22 at 12:11:46
QUOTE(Rantent @ Aug 20 2006, 01:27 PM)
eh?
Giving burrowed units only requires one location.
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na but my map uses zerg units (all of em)... but i could use diff player hehe
how would i detect when to remove borrowed uniit when players kill building on top of it?
Report, edit, etc...Posted by PCFredZ on 2006-08-22 at 12:55:02
QUOTE(nimadude @ Aug 22 2006, 12:11 PM)
na but my map uses zerg units (all of em)... but i could use diff player hehe
how would i detect when to remove borrowed uniit when players kill building on top of it?
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That's why you can just use death counters, which don't need physical unit representations.

Death counts can be directly detected and manipulated by triggers for a variety of uses, including keeping track of time.
Report, edit, etc...Posted by nimadude on 2006-08-22 at 13:10:53
QUOTE(PCFredZ @ Aug 22 2006, 08:54 AM)
That's why you can just use death counters, which don't need physical unit representations.

Death counts can be directly detected and manipulated by triggers for a variety of uses, including keeping track of time.
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nono you dotn understand. the building timer is fine, is controls when the units respawn. However, I made it so that when for example a hive is destroyed, that hive wouldnt create units anymore. Now if I place burrowed units under every hive, when the hive dies, how would I remove burrowed unit underneath to stop production at that point? it would be kinda complicated

ADDITION:
ALRIGHT I just implemented the new burrow system and found a way around that problem above smile.gif thx guys

edit: nvm its so buggy
Report, edit, etc...Posted by PCFredZ on 2006-08-22 at 14:45:14
Let me try to rephrase your scenario:

Respawn units every X seconds
If building is destroyed, do not spawn

Is that right?
Report, edit, etc...Posted by nimadude on 2006-08-22 at 15:57:40
QUOTE(PCFredZ @ Aug 22 2006, 10:44 AM)
Let me try to rephrase your scenario:

Respawn units every X seconds
If building is destroyed, do not spawn

Is that right?
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yes, if building is destroyed, do not spawn where the building was (since there is more than one of that building)
Report, edit, etc...Posted by DrMaybe on 2006-08-22 at 16:37:37
i like the idea, but wouldnt it be funny to see a hatchery morphing all the time? it would work well, but the aestetic might be hurt

unless i missinterpret your idea
Report, edit, etc...Posted by PCFredZ on 2006-08-22 at 23:23:05
QUOTE(nimadude @ Aug 22 2006, 03:57 PM)
yes, if building is destroyed, do not spawn where the building was (since there is more than one of that building)
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How many spawn buildings will there be?

Since a cycle of triggers with a set of hyper triggers executes almost 12 times a second (it spawns for 12 buildings in 1 second), the following system will work very well if you can accept its speed. If it's not fast enough, you can simply duplicate the "spawn" trigger to double, triple or even furtherly quicken the spawn process.

QUOTE(timer)
P: P8 (assuming computer player)
C: Current player suffers at most 719 deaths of Ursadon (~1 minute)
A: Set death counts for current player: add 1 for Ursadon
A: Preserve trigger

QUOTE(spawn)
P: P8
C: Current player suffers at least 720 deaths of Ursadon
C: Current player commands at least 1 Spawn Building
A: Move location "Spawn" to Spawn Building owned by Current player at: "Anywhere"
A: Create 5 Zerglings (or whatever monster) at "Spawn"
A: Give 1 Spawn Building owned by Current player at "Spawn" to: P12 (P9, P10, P11 are all fine)
A: Preserve Trigger

QUOTE(reset)
P: P8
C: Current player suffers at least 720 deaths of Ursadon
C: Current player commands at most 0 Spawn Building
A: Give 1 Spawn Building owned by P12 (or whatever you used in the previous trigger) at "Anywhere" to: Current player
A: Preserve Trigger
Report, edit, etc...Posted by nimadude on 2006-08-23 at 16:27:42
QUOTE(PCFredZ @ Aug 22 2006, 07:22 PM)
How many spawn buildings will there be?

Since a cycle of triggers with a set of hyper triggers executes almost 12 times a second (it spawns for 12 buildings in 1 second), the following system will work very well if you can accept its speed. If it's not fast enough, you can simply duplicate the "spawn" trigger to double, triple or even furtherly quicken the spawn process.
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now this idea might just be feasible
but i think to save the trouble i will just go ahead with my current system, it will make it harder for players to kill the building which will be a good thing.

ADDITION:
Back on the concept I have added a trigger which converts basic units into heros when the enemy has accumilated minerals and the players have done a lot of damage. (The enemy has drones to gather minerals)
Report, edit, etc...Posted by PCFredZ on 2006-08-23 at 18:01:23
QUOTE(nimadude @ Aug 23 2006, 04:27 PM)
but i think to save the trouble i will just go ahead with my current system, it will make it harder for players to kill the building which will be a good thing.
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Bah, save yourself some trouble and do it the efficient way.

Speaking of which, the system I posted can be changed to spawn different units at different buildings and at different times as well, if you'd like to know.
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